ilikepizza Posted May 20, 2014 Author Report Share Posted May 20, 2014 If i disable every hacker check on my AHconfig and remove strings of functions on AH.sqf will i be able to get this to work without the GUI for normal players? Why even start AH.sqf then? And you are asking the wrong people. I don't know anything about infiSTAR. Talk to someone else. Link to comment Share on other sites More sharing options...
F507DMT Posted May 21, 2014 Report Share Posted May 21, 2014 read the whole topic, change to: /* Break Functions ? */ BHF = false; but still does not work, or rather to 1 second when the server boots The admins are all works Link to comment Share on other sites More sharing options...
Gr8 Posted May 21, 2014 Report Share Posted May 21, 2014 Admins work okay, But for players, it is possible to made it work for them too If you look in AH.sqf, there are arrays of strings that have certain functions blocked for normal people. If some one can go in and delete all the functions related to map markers, player ESP, or name tags. It should work. I am saying this becuase i am a noob at this stuff. Maybe someone can figure this out. Shouldnt be hard Link to comment Share on other sites More sharing options...
boyd Posted May 25, 2014 Report Share Posted May 25, 2014 When you have the Plot pole for life scrip the Radio Communication script stopped working, anyone got any ideas how to fix this? Link to comment Share on other sites More sharing options...
ilikepizza Posted May 26, 2014 Author Report Share Posted May 26, 2014 When you have the Plot pole for life scrip the Radio Communication script stopped working, anyone got any ideas how to fix this? Could you please link to the exact script you are using? Link to comment Share on other sites More sharing options...
boyd Posted May 26, 2014 Report Share Posted May 26, 2014 Could you please link to the exact script you are using? This is the it Link to comment Share on other sites More sharing options...
ilikepizza Posted May 26, 2014 Author Report Share Posted May 26, 2014 The problem is, that with that plotpole script the tagging as friendly functionality is changed. My script checks the character id, but the player uid is saved as friend, which is not the same. So we have to change the isFriend function in the radio script. Search for the following function in RC\inc\system.sqf RC_isFriend = { _isFriendly = false; _target = _this; _player_cID = player getVariable ["CharacterID", "0"]; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; change it to RC_isFriend = { _isFriendly = false; _target = _this; _player_cID = [player] call convertPlayerUID; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; I have changed the setting of the _player_cID variable. I did not test it, but it should work. Link to comment Share on other sites More sharing options...
boyd Posted May 26, 2014 Report Share Posted May 26, 2014 thank you it is working again :D Link to comment Share on other sites More sharing options...
ZeroK00L Posted May 30, 2014 Report Share Posted May 30, 2014 The problem is, that with that plotpole script the tagging as friendly functionality is changed. My script checks the character id, but the player uid is saved as friend, which is not the same. So we have to change the isFriend function in the radio script. Search for the following function in RC\inc\system.sqf RC_isFriend = { _isFriendly = false; _target = _this; _player_cID = player getVariable ["CharacterID", "0"]; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; change it to RC_isFriend = { _isFriendly = false; _target = _this; _player_cID = [player] call convertPlayerUID; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; I have changed the setting of the _player_cID variable. I did not test it, but it should work. This is great info! I think this is why the script wouldnt work on my server. I used a diferent method though. This one do I need to change mine to _player_cID = [player] call KRON_convertPlayerUID; ? Thanks for the help! Zero EDIT: Tried that, doesn't seem to work. Maybe I should change to _player_cID = player getVariable ["PlayerUID", "0"]; ?? Link to comment Share on other sites More sharing options...
clemontine36 Posted May 30, 2014 Report Share Posted May 30, 2014 Im sorry but since infiSTAR has updated recently, and all the comments here confuse me a little, is there anyway to get this working for players that arent admins in game? Maybe without editting infiSTAR settings, as the admintools come with my server, and the host doesnt allow us to access them. I have it working for admins, but would be awesome if players could use it? thanks Link to comment Share on other sites More sharing options...
Gr8 Posted May 30, 2014 Report Share Posted May 30, 2014 Im sorry but since infiSTAR has updated recently, and all the comments here confuse me a little, is there anyway to get this working for players that arent admins in game? Maybe without editting infiSTAR settings, as the admintools come with my server, and the host doesnt allow us to access them. I have it working for admins, but would be awesome if players could use it? thanks It is definately possible, but infistar has hard coded to not allow ESP :( Even if anyone find a way, the next infistar update will erase it We need Infistar devs to help us at this point Link to comment Share on other sites More sharing options...
clemontine36 Posted May 30, 2014 Report Share Posted May 30, 2014 I actually emailed inifiSTAR email about a month ago about organising the spawn menus so you can find things, they replied swiftly!, maybe if i email about this they could help out? i dont know Link to comment Share on other sites More sharing options...
ilikepizza Posted May 30, 2014 Author Report Share Posted May 30, 2014 This is great info! I think this is why the script wouldnt work on my server. I used a diferent method though. This one do I need to change mine to _player_cID = [player] call KRON_convertPlayerUID; ? Thanks for the help! Zero EDIT: Tried that, doesn't seem to work. Maybe I should change to _player_cID = player getVariable ["PlayerUID", "0"]; ?? Try this: RC_isFriend = { _isFriendly = false; _target = _this; _charID = getPlayerUID player; _found=[_charID,"AX"] call KRON_StrInStr; if (_found) then { _charID=[_charID] call KRON_convertPlayerUID; }; _player_cID = _charID; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; It worked for someone else with that script. Link to comment Share on other sites More sharing options...
ZeroK00L Posted May 31, 2014 Report Share Posted May 31, 2014 Try this: RC_isFriend = { _isFriendly = false; _target = _this; _charID = getPlayerUID player; _found=[_charID,"AX"] call KRON_StrInStr; if (_found) then { _charID=[_charID] call KRON_convertPlayerUID; }; _player_cID = _charID; //not friendly if something went wrong if (_player_cID == "0") exitWith {_isFriendly}; _rfriendlies = _target getVariable ["friendlies", []]; if (_player_cID in _rfriendlies) then { _isFriendly = true; }; _isFriendly }; It worked for someone else with that script. Thanks bro, you rock! Link to comment Share on other sites More sharing options...
Gr8 Posted May 31, 2014 Report Share Posted May 31, 2014 Infistar Update? :( Link to comment Share on other sites More sharing options...
HisShadow Posted June 1, 2014 Report Share Posted June 1, 2014 If i disable every hacker check on my AHconfig and remove strings of functions on AH.sqf will i be able to get this to work without the GUI for normal players? Why even start AH.sqf then? And you are asking the wrong people. I don't know anything about infiSTAR. Talk to someone else. I was going to ask this too but read this , because I dont use infi for antihack just to have serverside admin tools with a nice layout rather then scrollwheels and such, i have antihack tools that dont require to be in game which i find much better , when in game all i need is admin tools , so i only use half of infi myself. (which is easily exploitable with the leaks anyways) Just thought id clear up a why for some of us if you were really interested. But i still assume the answer is no , but i am still curious before i go through installing only to find it still only works for admins even with the antihacks all disabled. maybe il have to be the guinea pig :P Link to comment Share on other sites More sharing options...
Gr8 Posted June 1, 2014 Report Share Posted June 1, 2014 I was going to ask this too but read this , because I dont use infi for antihack just to have serverside admin tools with a nice layout rather then scrollwheels and such, i have antihack tools that dont require to be in game which i find much better , when in game all i need is admin tools , so i only use half of infi myself. (which is easily exploitable with the leaks anyways) Just thought id clear up a why for some of us if you were really interested. But i still assume the answer is no , but i am still curious before i go through installing only to find it still only works for admins even with the antihacks all disabled. maybe il have to be the guinea pig :P youre right. So there is no way i can use this script or any other similar script with infistar on? Link to comment Share on other sites More sharing options...
tarvin Posted June 2, 2014 Report Share Posted June 2, 2014 1) Infistar blocked work (BHF = false; not work) 2) add party limit and no frendly fire in party Link to comment Share on other sites More sharing options...
Gr8 Posted June 2, 2014 Report Share Posted June 2, 2014 2) add party limit and no frendly fire in party wut? Link to comment Share on other sites More sharing options...
Cannon Posted June 3, 2014 Report Share Posted June 3, 2014 I've noticed since installing this we are getting a range finder type effect with peoples cursors, you look at something and it tells you the name and range under your cursor? Link to comment Share on other sites More sharing options...
Brockie Posted June 3, 2014 Report Share Posted June 3, 2014 I've noticed since installing this we are getting a range finder type effect with peoples cursors, you look at something and it tells you the name and range under your cursor? is your server difficulty set at recruit or regular? has nothing to do with this script. set your server to veteran, or maybe try init.sqf: DZE_ForceNameTagsOff = true; Link to comment Share on other sites More sharing options...
ZeroK00L Posted June 4, 2014 Report Share Posted June 4, 2014 Applied this change. Still not working. No errors in RPT. Any other ideas? Thanks for your Help! Zero Link to comment Share on other sites More sharing options...
ilikepizza Posted June 4, 2014 Author Report Share Posted June 4, 2014 Applied this change. Still not working. No errors in RPT. Any other ideas? Thanks for your Help! Zero Step 8 in the script installation is the key to get it working. Maybe somethign went wrong there. Please send me your "custom\player_tagFriendly.sqf" (Or better the whole mission pbo). Link to comment Share on other sites More sharing options...
Cannon Posted June 4, 2014 Report Share Posted June 4, 2014 *Facepalm* yes I wasn't getting any markers on the map so I tried changing the difficulty to regular, thanks XD As for the markers, actually it's working fine I suspect my Antihack is constantly removing them again so will skip for now sadly as I'm on infiSTAR also. Link to comment Share on other sites More sharing options...
ZeroK00L Posted June 5, 2014 Report Share Posted June 5, 2014 Step 8 in the script installation is the key to get it working. Maybe somethign went wrong there. Please send me your "custom\player_tagFriendly.sqf" (Or better the whole mission pbo). Step 8? Is that the debug setup? Heres my tagfriendly private["_target", "_caller", "_callerID", "_targetID", "_friendlies", "_rfriendlies","_found"]; _target = _this select 0; _caller = _this select 1; call fnc_usec_medic_removeActions; r_action = false; _callerID = getPlayerUID _caller; _found=[_callerID,"AX"] call KRON_StrInStr; if (_found) then { _callerID=[_callerID] call KRON_convertPlayerUID; }; _targetID = getPlayerUID _target; _found=[_targetID,"AX"] call KRON_StrInStr; if (_found) then { _targetID=[_targetID] call KRON_convertPlayerUID; }; _friendlies = _caller getVariable ["friendlies", []]; _friendlies set [count _friendlies, _targetID]; _caller setVariable ["friendlies", _friendlies, true]; _rfriendlies = _target getVariable ["friendlies", []]; if !(_callerID in _rfriendlies) then { titleText [(localize "STR_EPOCH_ACTIONS_8"), "PLAIN DOWN"]; //To Caller /* PVS/PVC - Skaronator */ PVDZE_send = [_target,"tagFriendly",[_target]]; //To Target publicVariableServer "PVDZE_send"; }; Thanks for your help! Zero P.s. How can I get my Mission PBO to you? Also I dont use Infistar or anything like that. I have a Dedicated server. Link to comment Share on other sites More sharing options...
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